Are Sieges Too Strong?
kolokol
Join Date: 2002-11-18 Member: 9166Members
<div class="IPBDescription">Aliens don't have time to take them down</div> I have played a few games recently where aliens and marines are evenly matched and reach two hives vs top tech marines. Aliens wipe out almost all marine rts, but cannot take the turret farmed 3rd hive without a coordianted rush, and using mcs to teleport in when the hive is dropped. This is fine and its easyish to take the third hive like this.
However aliens are very vulnerable to attacks on one of the two hives they hold if marines attack it, especially while the aliens take the third hive. If marines can use this time to rush one of the hives, fair play to them.
What bothers me is that marines can be kept out of the hive room, but still be able to siege the hive easily. Aliens, above alll else need time to stop a siege outpost, either to gestate or to wear out the marines. I don't think that the heavy damage done by sieges gives aliens enough time to have a chance of saving the hive.
Yes onos have stomp, but one isnt much good against a whole team of HA camping a siege spot, add some jps and its going to take time to shift those marines. Your fades had better be very good also. Even with good organization it takes time for aliens to adapt to facing a siege outpost. (gorges using bb are pretty useless agaisnt a hive rush)
Add the one or two inveitable casualties and aliens can do very little in the time they have.
Let one or two gorges keep pace with the siege damage and let aliens have a chance to save the hive.
However aliens are very vulnerable to attacks on one of the two hives they hold if marines attack it, especially while the aliens take the third hive. If marines can use this time to rush one of the hives, fair play to them.
What bothers me is that marines can be kept out of the hive room, but still be able to siege the hive easily. Aliens, above alll else need time to stop a siege outpost, either to gestate or to wear out the marines. I don't think that the heavy damage done by sieges gives aliens enough time to have a chance of saving the hive.
Yes onos have stomp, but one isnt much good against a whole team of HA camping a siege spot, add some jps and its going to take time to shift those marines. Your fades had better be very good also. Even with good organization it takes time for aliens to adapt to facing a siege outpost. (gorges using bb are pretty useless agaisnt a hive rush)
Add the one or two inveitable casualties and aliens can do very little in the time they have.
Let one or two gorges keep pace with the siege damage and let aliens have a chance to save the hive.
Comments
perhaps THERES the problem...
they made some changes to help bigger games, but i think in its core its still made for 6v6...
but i dont know how the devs look at it now... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
NO
Edit,
To get more time, lame up the siege position(s)
However aliens are very vulnerable to attacks on one of the two hives they hold if marines attack it, especially while the aliens take the third hive. If marines can use this time to rush one of the hives, fair play to them.
What bothers me is that marines can be kept out of the hive room, but still be able to siege the hive easily. Aliens, above alll else need time to stop a siege outpost, either to gestate or to wear out the marines. I don't think that the heavy damage done by sieges gives aliens enough time to have a chance of saving the hive.
Yes onos have stomp, but one isnt much good against a whole team of HA camping a siege spot, add some jps and its going to take time to long to shift those marines. Your fades had better be very good also. Even with good organization it takes time for aliens to adapt to facing a siege outpost. (gorges using bb are pretty useless agaisnt a hive rush)
Add the one or two inveitable casualties and aliens can do very little in the time they have.
Let one or two gorges keep pace with the siege damage and let aliens have a chance to save the hive. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The reason its hard for you to take the turret farmed third hive is because you don't have dc's. Thats why DC's were originally the first chamber of choice is to make turret farms worthless.
If you have a 2 hive onos with mc's why don't you have adrenaline. Adren > celerity. Do you know how many times you can stomp if you have full adren? Just let the skulks tear apart those heavies as you stomp them forever.
If you let the marines get into siege position, and get three sieges up before your team starts to respond, you don't deserve your hive.
if there team in HA is camping sieges, rush base. its that easy
I still think sieges are too fast at nailing the hive though. When marines have top lvl stuff HA and the odd jp its hard to stall them quickly.
The com dosen't even have to place the sieges until they are ready, BB the tf is usually hard and the window between the sieges going up and hive going down is v short. Thus killing the sieges themselves takes more time than you usually have. As for hs....when did you last try to heal a hive?...its pretty hard.
As for 3rd hive..taking that outs no problem....but its lost aliens alot of games. It usually goes something like this, gorge puts up 3rd hive...onos fades mc in..take the pg. Hive under attack! Aliens watch second hive go down. One hive onos pray that the new hive goes up but ofc thats not going to happen...gg.
There is nothing wrong with the above and props to the rines.
At least their more useful now to get a couple more powerful vollies into a hive before your rines can walk in and finish it (also it takes out the chambers real quick as well).
OR YOU COULD GO FADE AND KILL THE MARINES AND THE SIEGE CANNONS.
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Uh.. if marines have top level stuff, HA and the odd JP? You've already lost the res-war. Be glad sieges work as quick as they do so you can start another game sooner.
Not if the comm is actually smart with their pinging.
240 dmg is negated by 4 heal sprays
?!?
620? no way, its 400? 20 more than in 3.03
Bingo. There is a lot that has to happen to get sieges up and be effective. When taken as a whole, I'd say sieges are fine.
The reason its hard for you to take the turret farmed third hive is because you don't have dc's. Thats why DC's were originally the first chamber of choice is to make turret farms worthless.
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Somebody please fire this man.
you're wrong
You're wrong.